cascade shadows
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d0f9cf24dc
commit
f0708fdc15
7 changed files with 161 additions and 103 deletions
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@ -2,10 +2,14 @@
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varying vec4 vPos;
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varying vec3 vNrm;
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varying vec4 vShadowCoord;
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varying vec4 vShadowCoord0;
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varying vec4 vShadowCoord1;
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varying vec4 vShadowCoord2;
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varying vec4 vColor;
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uniform sampler2D depth_texture;
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uniform sampler2D shadow_map0;
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uniform sampler2D shadow_map1;
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uniform sampler2D shadow_map2;
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uniform sampler2D current_texture;
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uniform float enable_lighting;
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uniform float enable_texture;
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@ -36,14 +40,14 @@ vec4 PhongShading(void)
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return ambient+diffuse+specular;
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}
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float ShadowCoef(void){
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vec3 shadow_coord = vShadowCoord.xyz / vShadowCoord.w;
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float view = shadow_coord.z;
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vec2 d[4];
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float SampleShadow(sampler2D shadowMap, vec4 shadowCoord) {
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vec3 shadow_c = shadowCoord.xyz / shadowCoord.w;
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float view = shadow_c.z;
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float shadow_coef = 1.0;
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vec2 d[4];
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int i;
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if(shadow_coord.z > 1.0) return 1.0;
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if(shadow_c.z > 1.0) return 1.0;
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d[0] = vec2(-0.94201624, -0.39906216);
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d[1] = vec2(0.94558609, -0.76890725);
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@ -51,11 +55,11 @@ float ShadowCoef(void){
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d[3] = vec2(0.34495938, 0.29387760);
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for(i = 0; i < 4; i++){
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vec2 p = shadow_coord.xy + d[i] / 700.0;
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vec2 p = shadow_c.xy + d[i] / 700.0;
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if(p.x < 0.0 || p.y < 0.0 || p.x > 1.0 || p.y > 1.0) shadow_coef += 1.0;
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if(texture2D(depth_texture, p).z < view){
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if(texture2D(shadowMap, p).z < view){
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shadow_coef -= 0.2;
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}
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}
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@ -63,6 +67,14 @@ float ShadowCoef(void){
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return shadow_coef;
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}
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float ShadowCoef(void){
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float dist = -vPos.z;
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if(dist < 10.0) return SampleShadow(shadow_map0, vShadowCoord0);
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if(dist < 40.0) return SampleShadow(shadow_map1, vShadowCoord1);
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return SampleShadow(shadow_map2, vShadowCoord2);
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}
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void main(void){
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vec4 c = PhongShading();
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vec4 ambient = gl_LightSource[0].ambient;
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@ -74,4 +86,4 @@ void main(void){
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gl_FragColor = ambient * shadow_coef * c + (1.0 - ambient) * c;
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gl_FragColor.a = vColor.a;
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}
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}
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@ -2,17 +2,21 @@
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varying vec4 vPos;
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varying vec3 vNrm;
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varying vec4 vShadowCoord;
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varying vec4 vShadowCoord0;
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varying vec4 vShadowCoord1;
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varying vec4 vShadowCoord2;
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varying vec4 vColor;
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void main(void){
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vPos = gl_ModelViewMatrix * gl_Vertex;
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vNrm = normalize(gl_NormalMatrix * gl_Normal);
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vShadowCoord = gl_TextureMatrix[7] * gl_ModelViewMatrix * gl_Vertex;
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vShadowCoord0 = gl_TextureMatrix[5] * gl_ModelViewMatrix * gl_Vertex;
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vShadowCoord1 = gl_TextureMatrix[6] * gl_ModelViewMatrix * gl_Vertex;
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vShadowCoord2 = gl_TextureMatrix[7] * gl_ModelViewMatrix * gl_Vertex;
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vColor = gl_Color;
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gl_Position = gl_ProjectionMatrix * vPos;
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gl_FrontColor = gl_Color;
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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}
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}
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